Experiments
Volumetric rendering
01
Details
01.1 / TYPE
Generative Art
01.2 / TOOLS
TouchdDesigner/GLSL
01.3 / DATE
March 2026

Overview

A series of studies exploring volumetric rendering. Using ray marching, a ray is cast through the scene and sampled at regular intervals along its path — rather than stopping at the first surface hit, the ray accumulates density, light scattering, and absorption data as it travels through a volume, producing the characteristic soft, cloud-like appearance.

Goal

The focus here is on a workflow where any mesh — regardless of complexity — can be used as a boundary to constrain and shape the volume within it.

Density
Cloudy
Fluids